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How do I consume media in a way that makes me smarter, not dumber?

Find the full article and more info about the author by clicking here… Are You a Slave to Your Media? Or Conscious in Consumption? - Tyler WatkinsAre You a Slave to Your Media? Or Conscious in Consumption?Do news networks still give us “news” or just entertainment?Can a 2-millennium old book be more useful for life today than a current New York Times Best Seller?Does changing the format of the media we consume modify the way our brain functions?Everyday we’re consuming media.This article tries to help us evaluate that media consciously. To help us acquire more real knowledge, avoid nonsense, improve the clarity of our brain function, and generally live better as a result.To not be slaves to our media.In this article, we’ll explore.A conscious look at what is media, and why we consume itWhy high frequency sources like news networks are mostly just noiseWhy older sources are generally higher quality than newer onesThe effects that different media formats have on our brainsThe practical applications and how to improve the quality of our media consumption habitsWhat Is Media and Why Do We Consume ItMedia is an information carrier. Plain and simple.From stone tablets and scrolls to books and movies to Facebook and CNN.It delivers us information and comes in many formats.We consume media for ONE or MORE of the following benefits…To be entertainedTo get informationTo get instructionTo transform ourselves (rare)We’re bored and need to kill timeAll of these can be valid reasons to consume.But if I asked you which media sources provide which benefits would you have a clear answer?Which benefits do you get from the media sources you consume?If we don’t pay attention, in many cases we’re sold (and believe) that we’re getting one benefit but we actually receive something completely different.Let’s look at one key example.Is what you see on news networks or Facebook newsfeeds legitimate information? Or just entertainment to laugh at?Why 24-Hour News Networks and Social Media Are for Entertainment OnlyI’m not going to lie. I watched a good portion of the 2016 Donald Trump presidential debates. I thought they were hilarious. I enjoyed watching almost as much as if I had been watching a standup comedy or TV show.I didn’t take it seriously. I knew it was entertainment. Because I know that news networks run entertainment at least 99% of the time.News networks can’t always give us “news” for the simple fact that they run 24 hours per day and need to fill air time. They have advertisers that pay them for eyeballs and clicks.If they were operating ethically, they’d shut up most of the time and only report when something of significance happens.Newspapers should be two pages on some days, and two hundred pages on others. They should report in proportion to how urgently we need to know what’s happening. But they don’t.Can you imagine a CNN anchor coming on to say, “Not much to report on today. No wars, or breakout viruses within 3 countries of where you’re at. If anything happens that you need to do something about I’ll let you know.”Now that’s a terrible business model. How can you make money and sell junk operating like that?If you look at the news too frequently you are essentially filling your brain with noise, instead of getting the occasional (once per quarter? once per year?) story that’s worth reading.I remember in 2014 when everyone was scared about the big Ebola outbreak in Africa. Even that wasn’t real news. People continents away were terrified. I was working in Africa. Not one person was sick within hundreds of kilometers of me. I thought, “Wake me up if it gets relevant. Like maybe if somebody gets sick across the street.”Watch the News and Social Media Less Frequently to Lower the Noise-to-Signal RatioThe more frequently you look at any data (stock prices, news networks, Facebook feeds) the more noise you are disproportionally likely to get (rather than the valuable part, called the signal); hence the higher the noise-to-signal ratio and more of your time wasted looking at it.The same is true for reporting. The more frequently the reporting the more noise being reported on.Do you know someone who posts on social media several times every day? When was the last time they posted something valuable?If you check up on any information source on a yearly basis you might get a ratio of signal to noise of about one to one (half noise, half signal)—this means that about half the information you get is based on important events, or real improvements or degradations, the other half comes from randomness. This ratio is what you get from yearly observations.But if you look at the very same data on a daily basis, the composition would change to 95 percent noise, 5 percent signal.And if you observe data on an hourly basis, as people immersed in the news, stock market, and social media do, the split might become 99.5 percent noise to 0.5 percent signal.That is two hundred times more noise than signal.Social Media worsens the problem as people read “scare tactic headlines”, click share, and all of a sudden it feels like the world is ending from all directions. Combine this with the number of highly distorted or even 100% fake stories floating around and your noise to signal ratio becomes astronomical.The solution. Treat news networks and social media as pure entertainment. Just as you would a movie or video game. Realize most stories you see are made up, and go about your day.I’ll sometimes watch the news at the end of the year for the “Year in Review Episode”. Even that’s a difficult hour to fill.Trust that if something truly important happens you’ll hear about it without the news.If high frequency information is mainly noise, what should that tell us about information that has been around for a long time?Why Old Stuff Is Usually Higher Quality Than New Stuff“Time has sharp teeth that destroy everything,” Simonides of Ceos circa 600 BCTime destroys noise.Whether we´re looking for entertainment, or instruction. If something non-perishable like the information in a book, or a well-being practice (yoga) is old and still around it probably has value. Because it’s passed the test of time.There are thousands of books being published every day. Most of them are shit. Most try to take advantage of a current trend, were rushed to production, or are just plain wrong.Most news books are or will become unusable and forgotten. How much time should I spend reading irrelevant work?On the other hand. Homer’s Odyssey has been with us for 2700 years. Marcus Aurelius’ Meditations since 180 AD. Shakespeare for 500 years. These works have stood the test of time. Do you think they’ll be obsolete any time soon? Will the lessons they teach us and the deep narratives they weave become less valuable with time?Make a bet. In 100 years, will we still be reading Romeo & Juliet or 50 Shades of Grey?As I read Seneca’s 1900-year-old work, “On the Shortness of Life” I’m struck by the timelessness of his wisdom. And the applicability it has in today’s world.Take this passage for example.“In guarding their fortune men are often closefisted, yet, when it comes to the matter of wasting time, in the case of the one thing in which it is right to be miserly, they show themselves most prodigal. And so I should like to lay hold upon someone from the company of older men and say: “I see that you have reached the farthest limit of human life, you are pressing hard upon your hundredth year, or are even beyond it; come now, recall your life and make a reckoning. Consider how much of your time was taken up with a moneylender, how much with a mistress, how much with a patron, how much with a client, how much in wrangling with your wife, how much in punishing your slaves, how much in rushing about the city on social duties. Add the diseases which we have caused by our own acts, add, too, the time that has lain idle and unused; you will see that you have fewer years to your credit than you count.”Not only is the work infinitely applicable but it enters deep into your psyche. Like most older works.In his 2012 book, Antifragile: Things that Gain from Disorder, Nassim Taleb explains,” For the perishable (people or physical objects), every additional day in its life translates into a shorter additional life expectancy. I.e. Grandkids will likely outlive their grandparents.For the nonperishable (information or practices), every additional day may imply a longer life expectancy. I.e. Yoga will likely outlive CrossFit.”Whether it’s movies, music, or books, if it’s still being published today you can make an easy bet. The older it is the more likely it’s good. The more likely it might be transformational. And the more likely it’ll be useful and relevant in the future.Takeaway: Some new books are really good, but most aren’t. To get the most value from your reading try to at least read some old stuff while carefully selecting among the new.And to end with one more Seneca quote…We’ve discussed a little on WHAT to consume, now let’s look at the effects of HOW we consume.The Effects That Different Formats of Media Have on Our BrainsFrom Storytelling to Books to Television to The Internet. The media format we choose to consume plays a massive role in both how we absorb the information it carries and the lasting effects on our brains.In his 2011 book, The Shallows -What the Internet is Doing to Our Brains, Nicholas Carr started by asking one simple question.“Is Google making us stupid?”Human brains have been shaped through the centuries by our “tools of the mind”—from the alphabet to maps, to the printing press, the clock, and the computer.With the invention of writing we lost our ability to tell stories with the incredible passion and effectiveness that our ancestors could.The invention of the mechanical clock redefined time as a series of units of equal duration, and our minds began to stress the methodical mental work of division and measurement.With the invention of books and hence the practice of prolonged, undistracted reading of a book. People learned to make their own associations, draw their own inferences and analogies, and foster their own ideas. They thought deeply as they read deeply.Every medium develops some cognitive skills at the expense of others.Our growing use of the Net and other screen-based technologies has led to the “widespread and sophisticated development of visual-spatial skills.” We can, for example, rotate objects in our minds better than we used to be able to. But our “new strengths in visual-spatial intelligence” go hand in hand with a weakening of our capacities for the kind of “deep processing” that underpins “mindful knowledge acquisition, inductive analysis, critical thinking, imagination, and reflection.”The printed book served to focus our attention, promoting deep and creative thought. In stark contrast, the Internet encourages the rapid, distracted sampling of small bits of information from many sources.The format of media we choose to consume has a drastic effect on us.The rapid 3-second frame switch used by TV shows and music videos to keep our attention has shown to increase the rate of ADD in children.Heavy social media use has shown to have similar addictive properties as alcoholism and gambling.Obviously, the internet and screens we use bring many advantages to our modern lives along with the negative consequences. Without apps like Groupon, I’d still be paying way too much to eat at a good steak dinner restaurant.However, we should be aware of how much time we spend with each format of media we consume. And take this into consideration when to deciding whether to spend an hour reading a book, or watch another video.Consciously Choosing the Media We ConsumeLet’s return to our initial question.Which benefits are we actually getting from which media sources?Why am I consuming this?EntertainmentInformationInstructionTransformationWe’re bored and need to kill timeBeing as objective as I can be. The following table is an attempt to answer the question we started this article with. If you have time, take a minute to consciously evaluate each media source you consume and feel free to complete your own table.When we’re aware of which benefits we’re actually getting (or not) from a specific media, it makes it a lot easier to spend our time wisely.How much time do I want to spend gaining practical knowledge? How much time do I want to spend being entertained?When we realize that social media and news networks are pure entertainment do we still choose to spend so much time on them? Or do we watch higher quality entertainment like stand-up comedy instead?Analyzing Our Weekly Media ConsumptionAs an exercise, I decided to analyze my current media consumption habits. In the process, I noticed that I wasn’t reading as many classics as I would like to. I also think I can cut my social media usage down even more.Feel free to do the same exercise by clicking the table below to download the excel sheet and fill it out.How many hours per week do you spend consuming different media? Is your consumption in line with how you’d like to consume?Quick Tips for Changing Your Media Consumption HabitsThese are a few things I’ve implemented over the years to try to take control of how media impacts my life. Feel free to try some of them if you like.Cell phone on Do Not Disturb mode 24 hours per day. (custom setting: allow certain callers like boss & clients).Cell phone on Airplane Mode as much as possible (absolutely 30 minutes before bed, and until 30 minutes after waking up).Keep a couple of physical books in the house to read before bed instead of using KindleIf the book is instructional prefer to read it on Kindle over listen to the Audiobook (easier to stop, think and take notes).If the book is informational prefer to listen to it on Audible over read it (faster consumption).Treat blogs, email newsletters, podcasts, YouTube videos and documentaries as good introductions to a subject but not the whole picture. Go deeper with books if I want to know more.Delete all social media apps from phone and use News Feed Eradicator App on computer to avoid unconscious social media use.Watch more classic Standup Comedy for entertainment.50% of the time try to read books that have been in print for more than 20 years.ConclusionWhether we love TV series and Facebook, Standup Comedy and Documentaries, or want to dive a little deeper into Classic Literature the only thing that really matters is that we always remain conscious of why we’re consuming what we’re consuming.To not get seduced by what’s popular in the moment, or force fed whatever the mainstream media is rambling about.Ask, “What is the benefit I’m getting by consuming this?” And choose wisely.I hope this article has helped you to think a little deeper about your media consumption habits.As always if you have any questions or comments feel free to comment below or send me an email any time.Cheers,TylerFind the full article and more info about the author by clicking here… Are You a Slave to Your Media? Or Conscious in Consumption? - Tyler Watkins

What is the difference between social casino games and online casino games.?

If you want to get some examples of Casino Games, then Discover More Here. It has all the info about Social and Online Casino Games.A social casino is an app or website where you can play popular casino games like roulette, video poker, slots, and blackjack with your online friends. You can play by downloading an app for your mobile device, by downloading an app for your computer, or by using your web browser. Even Facebook offers a wide variety of social casino games.Despite casino games name, you're not gambling when you play at a social casino. You don't bet real money when you play, and you don't get real money when you win. The games are for entertainment purposes only.Some social casinos are run by independent companies. Others are offered by regular casinos, who want a way to keep their customers thinking about them and playing, even when they are at home and not on casino games casino floor.Some people prefer social casinos run by actual casinos because they can play virtual versions of casino games games that they enjoy most on casino games casino floor, whereas non-affiliated social casinos offer knock-off games. But keep in mind that this is a kind of advertisement for those casinos.How Much Does It Cost?Social casinos are free to download and play, though they often make their money through in-game purchases. Many of them use virtual coins to lay bets on casino games games. When you're out of coins, you can't play again until they are restocked, which often happens on a daily or hourly basis.If you're running low on coins and want to continue playing without waiting for a refill, you can buy more coins for real money. Note that this still isn't gambling, because you're only extending your playtime, not influencing your chances of winning. And real money isn't on casino games table.Even in this case, though, there are usually free alternatives. For example, most social casinos allow you to request more coins from your friends or get them for performing other actions like referring friends or watching video ads.You may wonder why social casinos let you have free options to keep playing when they could just charge you. Social casinos want as many people as possible to play their games. Letting players help each other with free coins and more encourages players to get their friends to play as well.So if you're careful with your playtime and have friends who also like to play, you can enjoy social casinos for no charge at all.Playing Social Casino Games With Your FriendsAside from being able to gift each other with coins, there are other good reasons to play social casino games with your friends. For example, chatting while you play slots or sharing a virtual poker table together can be a lot of fun.Some social casinos also offer special events that you can play with your friends, or you can compete with them to rank on a leaderboard. Because many people are looking to exchange gifts of coins, online casinos are also a good place to make virtual friends to chat and share a game with.Social Casinos vs. Online CasinosIf you're trying to decide whether to play a social casino or an online casino, here are some pros and cons of each.Social CasinosNot really gamblingLegal in jurisdictions where online gambling is prohibitedAvailable to people who don't gamble for moral, religious, or other personal reasonsNo monetary riskLarger game varietyCan play where and when you want via appsGood way to hone your skillsOnline CasinosInvolves real gamblingNot legal in some jurisdictionsMoral implicationsCan lose a lot of moneyLimited corpus of gamesThe biggest difference between online and social casinos, of course, is that online casinos involve real gambling, whereas social casinos do not. And this difference leads to many others.For example, because they don't involve gambling, social casinos are legal in jurisdictions where online gambling is prohibited. They're also available to people who don't gamble for moral, religious, or other personal reasons.Social casinos can be totally free, whereas you have to risk your hard-earned money to play in online casinos. You get all of casino games fun and excitement of playing and winning without any of casino games risks.Social casinos also have more options available to them in terms of casino games games and events they can offer. After all, they don't have to worry much about players finding loopholes to scam them out of money. They're usually more engaging than online casinos because their popularity revolves around people having fun with their friends.Some examples of fun features that social casinos offer include customizable avatars, storylines in their games, tournaments, frequent new games, and even fun challenges like casino games chance to build your own Vegas-style casino city.Social casinos are easier to use on mobile devices since major download sites like Google Play won't host gambling apps. This gives you casino games flexibility to play when and where you want.Because you can play without risking real money, social casinos are a great way to hone your skills at games like blackjack or poker so that next time you play in a real casino or against friends, you have a better chance of winning.Now of course, for some people, casino games allure of winning real money is casino games whole point of playing casino games and nothing but an online casino will do.Pitfalls of Social CasinosAlthough you are not gambling at a social casino, there are risks involved. For example, there are serious concerns that playing casino games, even when no money is on casino games line, can spark a gambling addiction.People who play regularly on their phones may come to see playing these games as totally normal, leading to overspending in real casinos. And anyone who is at risk for addiction should avoid any kind of casino games.Furthermore, while you can play for free, many people do not. Social casinos generate revenue based on a pay-to-win or freemium model, where they offer games for free but encourage people to pay real money for fun extras like more plays, gifts for friends, and so on.These voluntary payments can add up quickly, especially when they are wrapped in casino games excitement of playing and winning casino games. You should be sure that you have a strict budget before you start to playIn real-money casino games, be it an establishment in casino games physical world such as a hotel on casino games strip or online, casino games potential to win or lose money is present from casino games moment a player “enters” casino games casino. It’s this danger of casino games gamble that drives many players back to casino games tables time and time again.The online social casino is on a different playing field. Most important, within casino games confines of social casino gaming, it has no “cash out’ option, eliminating any possibility for real-world gain. As a result, anyone who participates in social casino is aware that if they put money into casino games game, they won’t get it back, and therefore there is an absolute certainty, that any potential gambling element within casino games games is entirely phased out.The Evolution of Bots and Future Predictions 11.7M27PauseUnmuteFullscreenUp NextWithout a core element of risk or return on investment, can we really justify labeling these games as gambling?Player mentalitySomething that KamaGames has seen and that we stress strongly and continuously is that social casino players have different motivations for playing casino games than those who partake in real-money gambling. This factors heavily into why we don’t encourage a gambling mentality. Social casino players are attracted to casino games highly social elements of these apps and are encouraged to interact with one another through casino games community features that are regularly roll out. For instance, players can not only engage via chat options but also by sending gifts or by transferring dice throws in games like craps. Players are attracted to these apps, in part, because of these features along with their genuine love for casino games casino-style games.A good sportJust as any sector evolves so will social casino with casino games industry branching out into new avenues such as sports betting in recent years. Yet, like with casino games other types of social casino games, this latest venture has no “cash out” feature, with absolutely no chance of winning real-world currency.KamaGames soft-launched a sports betting feature six months prior to its official announcement. Launching with 14 different types of sports — such as basketball, volleyball, tennis, and soccer (including casino games Champions League and casino games FIFA World Cup) — players were able to place wagers using casino games in-game chips that they’ve already been rewarded through either daily bonuses or from previous wins. Player reaction was hugely positive, with Pokerist players placing over 30 million individual bets during casino games soft launch period.So, why would players opt for a social sports betting platform in lieu of “casino games real thing”? From our own player research, a bunch of people have an avid interest in live sports and enjoy partaking in casino games social aspect of sporting events, yet, they want to add another element of involvement in casino games game without spending money. This is what a social sports betting app delivers.Similarly to any other social casino game, casino games success of a social sports betting feature hinges heavily on casino games importance of social interaction and it is this selling point that KamaGames will focus on when considering our own players in casino games future.A loot to be desiredConcern has grown recently that social casino could introduce gambling techniques to impressionable players, however, remember that there are several areas outside of traditional casinos, online gambling, or sports betting where players can experience casino games rush of a gamble. Yet, despite casino games obvious real-money spend and risk involved, until recently many haven’t associated these elements of gaming with gambling.Loot boxes are a consumable virtual item that contains a randomized selection of in-game things, ranging from cosmetics to those that provide a player with a decidedly competitive edge when it comes to winning. They can be acquired through gameplay, but more often — and to great outrage — they’re bought by players who want to advance through casino games game more quickly.Games like Fortnite have made loot boxes infamous in casino games press thanks to casino games total lack of guarantee on return. No matter casino games price, casino games number of purchases made, or how much money players spend on boxes, there is no absolute assurance that players will receive casino games high quality or a rare item they actually want or that casino games content will even be equal to or worth more than casino games value of casino games money they’ve spent. Essentially — it’s just a good old-fashioned gamble!Above: Meet Mr. Loot Box.Image Credit: Blizzard EntertainmentThis resulted in casino games emergence of several ethical questions around casino games idea of loot boxes, with many detractors stating that casino games practice of employing them is allowing developers to take advantage of gamers.ADVERTISEMENTThe Netherlands made headlines in 2018 when casino games Dutch Gaming Authority ruled that some loot boxes, such as those found in popular games FIFA 18, Dota 2 and PUBG, could be classified as gambling. As a result of casino games ruling, in June 2018, casino games region enforced a ban on loot boxes. Belgium was also one of casino games first countries to investigate casino games gaming mechanic and in 2018, casino games Belgian Gaming Commission ruled that loot boxes in several games were considered games of chance and therefore constituted gambling.In a U.K. Digital, Culture, Media, and Sport Committee meeting earlier this year, EA vice president Kerry Hopkins referred to loot boxes as “surprise mechanics,” much to casino games amusement of casino games gaming industry as a whole. Hopkins insisted that these mechanics were a joy for gamers who enjoy casino games element of surprise. In September 2019, casino games Department for Digital, Culture, Media and Sport Committee went on to recommend that casino games U.K. Parliament regulate loot boxes as gambling.The department released a full report focusing on casino games “immersive and addictive technologies” with a focus on online gaming and loot box mechanics in particular. This report highlighted casino games hesitation on behalf of game developers to admit any responsibility to define what counts as normal or excessive gameplay within their games along with their reluctance to share data on player behaviors. The report states that much of casino games evidence they received from gamers themselves critiqued casino games loot box mechanics in Electronic Arts’ FIFA series and their Ultimate Team mode where “in order to compete, players feel like they need to buy hundreds, if not thousands, of £s worth of packs in order to get casino games best players.”Having concluded that loot boxes are designed to exploit potent psychological mechanisms associated with casino games development and maintenance of gambling-like behaviors casino games report states, that loot boxes which contain casino games element of chance should only be made available via in-game credits which should be earned via rewards won through playing casino games games.The report outlines its belief that loot boxes which can be bought with real-world currency without disclosing their contents to casino games buyer beforehand are “games of chance played for money’s worth” and as such recommends that Government bring forward regulations under Section 6 of casino games Gambling Act 2005 in casino games next parliamentary session to specify that loot boxes are a game of chance. This recommendation brings casino games world of gaming and gambling ever-closer.Keeping it socialEven though casino games loot box mechanic is not featured in any social casino game available at this time, some would still argue that because there is a possibility to spend real-world currency, then it still poses a risk. Yet, in order to be considered gambling, any activity must be comprised of three components. Prize, chance and consideration. Our virtual chips cannot be cashed out for real-money currency or anything of real-world value.Also worth noting is that studies around both casino games social casino industry and casino games gambling industry separately are plentiful and still, there is no proof of a definitive link between casino games two. So far, those who cite a connection between them are only speculating. There have been a number of experiments to cross-promote players from social to real money casinos which have largely proven unsuccessful with disappointing conversion rates.AbstractThe increasing convergence of casino games gambling and gaming industries has raised questions about casino games extent to which social casino game play may influence gambling. This study aimed to examine casino games relationship between social casino gaming and gambling through an online survey of 521 adults who played social casino games in casino games previous 12 months. Most social casino game users (71.2%) reported that these games had no impact on how much they gambled. However, 9.6% reported that their gambling overall had increased and 19.4% reported that they had gambled for money as a direct result of these games. Gambling as a direct result of social casino games was more common among males, younger users, those with higher levels of problem gambling severity and more involved social casino game users in terms of game play frequency and in-game payments. The most commonly reported reason for gambling as a result of playing social casino games was to win real money. As social casino games increased gambling for some users, this suggests that simulated gambling may influence actual gambling expenditure particularly amongst those already vulnerable to or affected by gambling problems.1. IntroductionSocial network gaming, which refers to playing games that are connected to social networking services (SNS) directly, or through mobile applications (apps), is a popular online activity. Social network games (SNG) are generally free-to-play and do not award monetary prizes, but users can make in-game purchases to advance within casino games game, customise casino games game, give gifts to friends, and access other exclusive benefits and features, leading to these games being referred to as ‘freemium’. Although SNG are connected to a SNS and encourage users to interact with their connections, most SNG can be played without any social interaction. SNG have grown rapidly in popularity and casino games global SNG market is predicted to grow annually at 16% from 2013 to 2019 to reach a total market value of US$17.4 billion (Transparency Market Research, 2015). A survey of Facebook users in Australia in November 2012 reported that there are over 3.5 million social gamers across Australia and almost 70% play SNG daily (Spiral Media, 2013), and it is highly likely that casino games use of SNG has increased since this time.One of casino games most popular and profitable SNG genres is games that simulate casino or other gambling (or betting) activities. Such games are referred to as social casino games (Gainsbury, Hing, Delfabbro, & King, 2014). These games generally appear to replicate casino games basic structural design of gambling activities (i.e., betting mechanics, chance-determined outcomes), but are free to play and casino games prizes awarded are generally virtual currency that has no value outside of casino games game. Thus, while they resemble gambling activities, they are not legally classified or regulated according this category (Owens, 2010).1.1. Gambling and gaming market convergenceThe proportion of SNG users who become paying customers is generally small, with estimates suggesting that only 2.3% of all users made in-app purchases with real money (Swrve, 2015). Despite casino games small proportion of paying users, casino games massive number of users means that casino games global social casino market generated an estimated US$2.8 billion in revenue in 2014, a 37% increase from 2013 and revenue was expected to reach US$3.4 billion in 2015 (Eilers Research, 2015, Superdata, 2015). Not surprisingly, casino games high profitability of casino games social casino market has attracted international interest, most notably from gambling operators who have, through partnerships, mergers and acquisitions, now become casino games dominant players in casino games social casino market. For example, Playtika, owned by Caesars Interactive Entertainment, a subsidiary of Caesars Entertainment Corporation, casino games world’s largest gambling company, was estimated to account for 22% of casino games entire social casino game market, whereas DoubleDown Casino, owned by gaming machine manufacturer IGT, accounted for 11% (Grove, 2015). An increasing number of land-based gambling venues are also now offering social casino games, often linked with player loyalty programs, for marketing and customer engagement purposes (Abarbanel and Rahman, 2015, Gainsbury et al., 2014a). However, despite apparent convergence between casino games gaming and gambling markets, several online gambling operators that have established online gambling on social casino games or directly on SNS have ceased these operations (Altaner, 2014, Amsel, 2013). The lack of success of these online gambling operations may indicate that casino games cross-over between casino games gambling and gaming markets does not necessarily translate to being able to ‘migrate’ social casino game users to a gambling product (Flood, 2015).To date, little research has examined casino games convergence between gambling and gaming, although early evidence provides some grounds to justify more detailed investigations. For example, correlational studies show that young people who play gambling-themed games, including social casino games, are more likely to also engage in gambling and experience gambling problems (Ipsos MORI. et al., 2009, King et al., 2014, McBride and Derevensky, 2009, Parke et al.,). A study of 2010 Australian adult gamblers found that 13% also played social casino games, and these were more likely to be younger respondents, males and Australian born (Gainsbury, Russell, & Hing, 2014). They were also more likely to gamble online and be involved in all forms of gambling assessed, as well as smoke daily, use illicit drugs, experience gambling problems and have higher psychological distress. A survey of US social casino game users found that over one-third (36%) of participants visited a land-based casino more than twice a year, and two-thirds (68%) were interested in gambling on their favourite social casino game (Superdata, 2013). Similarly, a survey of online gamblers found that more frequent participation in social casino games was associated with greater gambling involvement (Abarbanel & Rahman, 2015). These results suggest some cross-over between casino games social casino game and gambling markets. In one longitudinal study, 409 US social casino gamers who had never gambled online were surveyed at two time-points (Kim, Wohl, Salmon, Gupta, & Derevensky, 2014). About one-quarter of casino games sample of social casino gamers reported having migrated to online gambling over casino games six-month period and making micro-transactions (payments) was casino games only unique statistical predictor of migration from social casino gaming to online gambling.1.2. Theoretical links between gambling and gamingThe increasing convergence of casino games gambling and gaming industries has raised some concerns about whether social casino games might pose risks to certain groups in casino games community (Derevensky and Gainsbury, 2015, Gainsbury et al., 2014a, King et al., 2010a). One of casino games theorised consequences of gambling-themed games is casino games normalisation of gambling behaviours (Department of BroadbandCommunications and casino games Digital Economy (DBCDE), 2013, Gainsbury et al., 2014a, Gambling Commission, 2015, Griffiths, 2010, King and Delfabbro, 2016, King et al., 2014, Parke et al.,). If people play social casino games they may be more likely to view gambling as an acceptable everyday activity and develop favourable attitudes to gambling, transferred from their positive experiences with casino games games. One hypothesis is that social casino games may represent a gateway product that could precede gambling. At present, however, evidence in support of migration from social casino games to gambling remains very limited. The notion of migration is complex and could involve transfers from social casino gaming to gambling activities while still remaining with casino games same operator, or it could refer to transfers to other available gambling activities. This may include users who have not previously gambled, as well as existing gamblers for whom casino games games triggered engagement in discrete or ongoing gambling sessions. In this way, casino games term migration connotes casino games possibility that users may engage in social casino games, while also expanding their online activities to include gambling.Apart from their shared commercial connections, another reason why social casino game users may migrate to gambling is that casino games activities have many characteristics in common, particularly in relation to structural design (Bramley and Gainsbury, 2015, Groves et al., 2014, Karlsen, 2011, King et al., 2010b). However, unlike gambling products, social casino games may not involve randomly determined outcomes and there is no transparency about how outcomes are determined. Conceivably, it is possible for social casino games to use algorithms that produce different outcomes in response to user behaviours to encourage continued play and in-game purchases (Heatz, 2015). Without casino games same regulatory oversight of game mechanics as in gambling, it is possible that social casino games may encourage misplaced confidence in users that they will be successful at gambling if they perceive casino games two experiences as highly similar (Bednarz et al., 2013, Frahn et al., 2014, Sevigny et al., 2005). Engaging in SNG may also encourage financial risk-taking, based on research that shows that online environments produce greater disinhibition and risk-taking and casino games establishment of online social interactions that might encourage financial risk-taking to appear courageous and skilful compared to other users (Chan and Saqib, 2015, Wilcox and Stephen, 2013).It is possible that individuals who play social casino games are already interested in gambling. Given a demonstrated interest in gambling themes, social casino game users may be targeted with advertisements and promotional offers from gambling sites or directly encouraged to migrate to a gambling site based on their use of social casino games. These issues were examined in a qualitative study with social casino gamers. Some participants reported that playing social casino games may lead to gambling because casino games similarity between casino games two activities may encourage user familiarity and transition in casino games hope of winning prizes of value (Gainsbury, Hing, Delfabbro, Dewar, & King, 2015). Other participants reported clearly understanding casino games differences between social casino games and gambling, and that if they were going to play games for money, they may as well gamble. For some users with gambling problems, social casino games acted as a trigger and exacerbated gambling, and at least one participant attributed their gambling and associated problems to earlier social casino gaming experiences. Thus, a variety of effects may occur but limited research has quantified them or determined any differential effects on sub-populations.The aim of this paper was to examine casino games relationship between social casino gaming and gambling. Australian adults have access to Internet gaming and gambling in multiple forms, including online gambling and were chosen as an appropriate population to examine casino games impact of social casino games on gambling. The principal research question was whether social casino games influenced users directly to gamble or whether social casino games increase gambling (Rq1), and to investigate casino games demographic and playing patterns that characterised these affected social casino game users (Rq2). We hypothesised that, for casino games majority of users, social casino games would have little to no impact on their gambling, but that for a subset of users social casino games would lead to increase gambling and some users would gamble as a direct result of these games (Hp1). A second hypothesis was that migration to or increased gambling as a result of social casino games would be motivated by a desire to make money and a belief that their experience with social casino games had increased their likelihood of winning when gambling (Hp2).2. Method2.1. ParticipantsRespondents were recruited through Survey Sampling International (SSI). Inclusion criteria were that respondents were aged 18 years or older, active Internet users and could read and write comprehensible English. SSI randomly selected respondents from large existing panels, invited them to participate in casino games survey via email (without disclosing casino games survey topic to avoid response bias) and screened respondents according to age, gender and location quotas that were representative of casino games Australian population (current at casino games time of casino games survey, May–June 2014). Respondents gave informed consent to complete casino games survey and were aware that they could discontinue at any time. Respondents were compensated a small amount for their participation by SSI. Ethics approval was granted by [anonymised for review] Human Research Ethics Committee.A total of 1554 adults completed a larger survey based on social media use and gambling behaviours. The analyses for this paper were based on 521 of these adults (33.5%), who were classified as social casino game (SCG) users based on self-reported engagement in these games in casino games previous 12 months.2.2. Survey instrument2.2.1. DemographicsAge, gender, marital status, household type, highest education qualification, work status, total family household income, main language spoken at home and country of birth were measured.2.2.2. GamblingRespondents were asked how frequently they had gambled during casino games last 12 months. Those who reported having bet on at least one form of gambling within casino games last 12 months were classified as gamblers and asked to nominate how important each of casino games following motivations were for gambling: social interaction, to relieve stress/escape from my worries, to pass casino games time/avoid boredom, to improve my gambling skills, to make money, for excitement/fun, and for casino games competition/challenge (response options: ‘not at all important’, ‘somewhat important’, ‘very important’)2.2.3. Problem gambling severity index (PGSI; Ferris & Wynne, 2001)All respondents who reported gambling completed casino games nine-item PGSI, apart from those who only gambled on lottery-type forms on a less-than-weekly basis (total n = 403). Questions assessed casino games extent of gambling-related harm experienced over casino games previous 12 months with response options of ‘never’, ‘sometimes’, ‘most of casino games time’, and ‘almost always’. Total scores are used to classify respondents into casino games following groups: non-problem gamblers (PGSI = 0), low-risk gamblers (PGSI = 1 to 2), moderate-risk gamblers (PGSI = 3 to 7) and problem gamblers (PGSI = 8 to 27). Cronbach’s alpha for casino games PGSI in this sample was 0.96. The PGSI has been independently validated and shown to have excellent reliability, dimensionality, external/criterion validation, item variability, practicality, applicability, and comparability (McMillen and Wenzel, 2006, Neal et al., 2004).2.2.4. Social casino game (SCG) useSocial casino games were introduced as “gambling-themed games that are online and accessed through social media sites or mobile apps. They are free to play and do not provide real money prizes, but you can use real money to purchase additional virtual currency. Social casino games typically encourage users to connect with social media platforms (e.g., posting scores and sharing activity with friends). Social casino games may resemble lotto (e.g., Big Bucks Lotto), poker (e.g., Zynga Texas Hold’Em), casino games (e.g., DoubleDown Casino, MyVegas), slot machines (e.g., Slotomania, Heart of Vegas), sports betting (e.g., Betting Billionaire), or bingo (e.g., Zynga Slingo, Bingo Island 2).” Respondents were asked how frequently they had played SCGs in casino games last 12 months. Respondents were asked if they had spent money on SCGs and, if so, how often and to indicate their motivations for playing SCG (same response options as for gambling motivations).2.2.5. Impact of social casino games on gamblingSCG users were asked how similar they considered SCGs and gambling to be in terms of appearance, playing experience, and excitement of winning. Respondents were asked if they had any interest in gambling with real money on their favourite SCGs if they could, whether they had gambled as a result of their SCG use, and, if they had, which aspects of SCGs had encouraged them to gamble. Respondents were also asked to what extent their experiences with SCGs had increased or decreased how much they would like to and actually gamble for money, and casino games extent to which they agreed or disagreed that SCG operators encouraged them to gamble.2.3. AnalysesThe 619 respondents who indicated that they had played any of six forms of SCGs at least once in casino games last 12 months were classified as SCG users. In open-ended questions 98 respondents reported that they had misunderstood or misread casino games introduction text explaining social casino games and subsequent responses revealed that they were not SCG users.1 These respondents were reclassified as SCG non-users, leaving a final total of 521 SCG users.The presented analysis compares SCG users who reported that they had and had not gambled as a result of their SCG use. Comparisons were mostly based on proportions using chi-square test of independence, with post-hoc tests of proportions where necessary. Likert scales were treated as ordinal and thus non-parametric correlations (Spearman’s rho) or group comparisons (Mann-Whitney U) were conducted on these variables. Where more than two groups were compared, Kruskal-Wallis tests were employed with Mann-Whitney U-tests as post-hoc tests. Effect sizes are reported for casino games chi-square analyses (Φ) and an alpha of 0.05 is used throughout unless stated otherwise. Analyses were conducted using SPSS v22.3. Results3.1. Gambling behaviourThe majority of respondents (90.8%, n = 473) were also classified as gamblers. In casino games last year, 92.0% of these 473 respondents had gambled on lottery-type games, 71.5% on EGMs, 51.4% on race wagering, 47.1% on sports betting, 38.5% on other casino-style card or table games and 31.5% on poker. Two-hundred-and-forty (50.7%) SCG users had gambled online at some point during their lifetime. Based on PGSI results, 39.2% were classified as non-problem gamblers, 18.9% were low-risk gamblers, 18.4% were moderate-risk gamblers and 23.6% were problem gamblers.Gambling behaviour and demographic characteristics of those who gambled as a result of SCG use.In response to Rq1, almost one-fifth (19.4%, n = 101) of SCG users reported that they had gambled for real money as a result of playing a SCG. In addressing Rq2, further analysis found that males (25.9%) were significantly more likely to have gambled as a result of SCGs compared to females (14.2%; χ2 (1, N = 521) = 11.23, p = 0.001, Φ = 0.15), as were younger SCG users, (Spearman’s rho = −0.24, p < 0.001), and those who speak a language other than English at home (33.0% vs 16.0%; χ2 (1, N = 521) = 15.25, p < 0.001, Φ = 0.17). Respondents with postgraduate (34.6%) or undergraduate (27.5%) degrees were significantly more likely to have gambled as a result of SCGs compared to those with lower levels of education (trade/technical certificate of diploma 14.9%, year 12 or equivalent 14.2%, year 10 or lower 15.1%; χ2 (4, N = 521) = 17.38, p = 0.002, Φ = 0.18).No significant differences were found based on marital status (χ2 (4, N = 521) = 2.97, p = 0.562), household status (χ2 (5, N = 521) = 2.31, p = 0.805), work status (χ2 (7, N = 521) = 13.41, p = 0.063), family household income (Spearman’s rho = −0.01, p = 0.868) or between respondents who were born in Australia or elsewhere (χ2 (1, N = 521) = 0.03, p = 0.856).Those who had gambled due to their SCG use were significantly more likely to engage in each form of gambling (smallest significant χ2 (1, N = 473) = 12.32, p < 0.001, Φ = 0.16 for EGMs), except for lottery-type gambling (95.9% vs 90.9%, p = 0.106), possibly due to a ceiling effect. They were also more likely to report gambling online (78.6% vs 43.5% for those who have not gambled due to SCGs; χ2 (1, N = 473) = 38.31, p < 0.001, Φ = 0.29). Those who had gambled due to SCGs were significantly more likely to be problem gamblers (52.1% vs 14.7%) and significantly less likely to be non-problem gamblers (13.5% vs 47.2%), with no significant differences for low-risk and moderate-risk gamblers; χ2 (3, N = 403) = 68.17, p < 0.001, Φ = 0.41.3.2. Player perceptions about casino games convergence of SCG and gamblingMost SCG users reported that they strongly (25.5%) or somewhat (31.1%) agreed that SCG operators encouraged users to try real money gambling, with 29.6% neither agreeing nor disagreeing, 5.6% somewhat disagreeing and 8.3% strongly disagreeing. No significant differences were found between those who had and had not gambled as a result of SCG use (Spearman’s rho = 0.05, p = 0.253).Most SCG users reported that SCGs were somewhat similar to gambling in terms of look (66.6% somewhat, 18.4% very similar, 15% not at all) and general experience (58% somewhat, 13.6% very similar, 28.4% not at all), and had similar levels of excitement (50.7%) or were not as exciting (41.8%) when winning in gambling (7.5% more exciting). Most SCG users (68.39%) reported that they were not at all interested on gambling on their favourite SCG (28.4% somewhat, 2.7% very interested). Significant differences were observed for all of these questions between those who had and had not gambled due to SCGs (Table 1), with casino games former more likely to report that SCGs were somewhat similar to gambling in look, feel and level of excitement when winning. The omnibus test for casino games question about similarity of feel was not significant, however more focussed post-hoc tests revealed significant differences between casino games groups. Most respondents who had gambled due to SCGs said that they were somewhat interested in gambling on their favourite SCG.The present research examined casino games mechanisms of initiating online gambling among young adults. Of particular interest was whether social casino gaming was noted as part of young adults’ experience with online gambling. This is because there is growing concern that social casino gaming may be a ‘gateway’ to online gambling. Three focus groups (N = 21) were conducted with young adult online gamblers from two large Canadian Universities. Participants noted casino games role of peer influence as well as incentives (e.g., sign up bonuses) as important factors that motivated them to start engaging in online gambling. Participants also noted a link between social casino games and online gambling. Specifically, several young adults reported migrating to online gambling within a relatively short period after engaging with social casino games. Potential mechanisms that may lead to casino games migration from social casino games to online gambling included casino games role of advertisements and casino games inflated pay out rates on these free to play gambling like games. The results suggest initiatives to prevent casino games development of disordered gambling should understand casino games potential of social casino gaming to act as a gateway to online gambling, especially amongst this vulnerable population.Over casino games past decade, casino games use of computers and casino games Internet has significantly altered casino games gambling landscape. The gambling industry is no longer bound by brick and mortar gambling venues (e.g., casinos, racetracks). Today, access to gambling activities can be achieved with a few keystrokes on a computer. One point of access that has gained increased attention from researchers in casino games field of gambling studies is social media sites such as Facebook (Wohl et al. 2017). In part, this increased attention is because social media sites have become a popular platform for people to access online gambling venues via hyperlinks embedded in advertisements (Abarbanel et al. 2016). Social media sites also allow users to engage in free-to-play simulated gambling games through applications. These free-to-play simulated gambling games have become referred to as social casino games (Gainsbury et al. 2014). There is evidence to suggest, however, that social casino game play may act as a ‘gateway’ to gambling for real money (for a review see Wohl et al. 2017).The current research took a qualitative approach to assess young adult online gamblers experiences with online gambling to determine casino games process and mechanisms that may lead young adults to gamble online, including casino games role of social casino games. In other words, casino games present research aimed to examine casino games motivations for gambling online, including transitioning from social casino games to online gambling. A focus was placed on young adults’ experience with online gambling due to their propensity to gamble online (McBride and Derevensky 2009), play social casino games (Derevensky and Gainsbury 2016), as well as their elevated rates of disordered gambling (Welte et al. 2011). Further, social casino games were casino games focus as there is a current need to understand casino games issues regarding casino games gaming-social media crossover.Online gambling and social casino gambling among young adultsThe Internet has changed casino games way people engage in many activities, including gambling. Online gambling (compared with land-based gambling) provides players with ease of access, 24/7 accessibility, and confidentiality—all within casino games comfort of a person’s home. This ease of access has been flagged as a potential concern among researchers, regulators, and policy makers alike (Gainsbury 2015; Gainsbury and Wood 2011; Räsänen et al. 2013). Specifically, online gambling is often framed as a ‘risky’ form of gambling that may heighten casino games risk of developing a gambling disorder (Gainsbury et al. 2015b; Griffiths et al. 2009; McBride and Derevensky 2009; Olason et al. 2011; Wood et al. 2007). In this light, it may be informative to examine factors that propel young adults to gamble online, including casino games link between social casino gaming and online gambling. This is because there is increasing evidence of casino games role played by social casino games in precipitating online gambling (Wohl et al. 2017) and young adults are increasingly exposed to social casino games (Kim et al. 2016).Social casino games are an immensely popular form of entertainment, with millions of users playing in any given day (Derevensky and Gainsbury 2016; Martin 2014). One reason for their popularity may be their ubiquity on social network sites like Facebook, which provide ample opportunities to play social casino games via embedded apps (Gainsbury et al. 2014). Moreover, social casino games are among casino games most heavily advertised products on social network sites and convey casino games activity (i.e., gambling) as positive and glamorous (Gainsbury et al. 2015a). These advertisements appear to have a significant influence on engagement with social casino games (SuperData 2016). It should be noted that some social casino games are now owned by online gambling operators who advertise their online gambling site within casino games social casino game, thus easing migration from social casino gaming to online gambling (Schneider 2012).There is now converging evidence that suggests social casino gamers migrate to online gambling (Gainsbury et al. 2016; Kim et al. 2015). Furthermore, amongst people who engage in both gambling and social casino gaming, social casino games directly increase future gambling behaviors (Gainsbury et al. 2016, 2017; Hollingshead et al. 2016). Social casino games are also popular among adolescents and young adults. In a large Canadian survey of over 10,000 students, roughly 9% reported having played social casino games (Elton-Marshall et al. 2016). In addition, a recent longitudinal study in a large sample of adolescents found that social casino games significantly predicted casino games transition to real money gambling (Dussault et al., in press). Providing further support for casino games popularity of social casino games, in focus groups with university students who were social media users, all participants reported being aware of casino games ample opportunities to play social casino games on Facebook, thus speaking to casino games increased exposure of these games on social networking sites (Kim et al. 2016).Motivations for transitioning to online gambling from social casino gamingSocial casino games are popular among adolescents and young adults and may influence casino games transition to online gambling. Yet, researchers have paid little attention to potential processes or mechanisms that influences casino games transition to online gambling amongst this cohort, including casino games role played by social casino games. With that said, Hollingshead et al. (2016) argued that casino games motivations for playing social casino games likely mimic those of online gambling, including for excitement, to relieve boredom, and social motivations. In addition, they reported that some social casino gamers are motivated to engage in these games to hone their skills before playing for real money on online gambling sites. In line with Hollingshead et al. (2016) and King and Delfabbro (2016) proposed a framework for understanding factors that may increase or decrease casino games link between social casino gaming and online gambling among adolescents. Specifically, in their two pathways model, they identify both protective (e.g., early losses, awareness of risks, boredom) and risk factors (e.g., peer pressure, early big wins, greater confidence of winning) that may lead adolescents who are exposed to social casino games to either be disinterested in gambling or to increase future gambling behaviors.The present research sought to add to casino games growing literature on casino games potential link between social casino gaming and online gambling. To do so, focus groups with young adult online gamblers were conducted to explore their motivations for gambling online, including casino games potential role social casino games played in initiating or facilitating online gambling behaviors. Focus groups provide a compromise between obtaining personal experiences without having to interview people individually, while also having a group environment where other people’s experience stimulate casino games recall and views of others. In this light, focus groups are an effective method of obtaining a variety of detailed information in an exploratory way.MethodsParticipantsTwenty-one young adults (18 males, 3 females) were recruited from two large Canadian Universities to participate in one of three focus groups described as being about young adults’ experience with online gambling. Specifically, casino games study was advertised as a focus group for people who gambling online. It was explained that we were interested in online gamblers’ “opinions and experiences regarding online gambling”.The inclusion criteria were as follows: college students aged 18–24 years who reported gambling online at least twice per month. The method of recruitment occurred in two ways. First, all incoming first year students at one of casino games large Canadian universities complete a short survey screening for disordered gambling. Embedded in that questionnaire were items that assessed online gambling. This allowed us to recruit participants who met casino games inclusion criteria for casino games focus groups. Only those who consented to be recruited for future studies were contacted. The second method of recruitment consisted of visiting large classrooms and advertising casino games study at both universities.While every effort was made to recruit an equal number of male and female online gamblers we were unable to do so despite our best efforts. Moreover, seven individuals who had initially agreed to participate in casino games study subsequently notified casino games research team before casino games group meeting that they could not participate for logistical reasons (i.e., work and school commitments, unexpected appointments). Participants in casino games first group were compensated $20 for their time and those in casino games remaining two groups were provided with $40 (casino games increased compensation was used as an incentive to attract a greater number of participants and was cleared by casino games authors’ Research Ethics Board). Additionally, participants were provided food and beverages throughout casino games course of casino games discussions that ensued.Procedure and materialsAll participants were provided with a description of casino games study objectives and were asked to read and sign an informed consent prior to participating in casino games current research. Participants were informed they were free to terminate participation at any time without penalty. Thereafter, participants were asked to complete a short background questionnaire, which included demographic information (gender, age), frequency of gambling, and how knowledgeable they believe themselves to be on casino games topic of online gambling.A series of open-ended questions were asked of casino games group as part of a larger project assessing online gambling among young adults. For casino games present research, two open-ended questions were of importance. The first examined general factors that lead young adults to gamble online, “I’d like to gain a better understanding of casino games things that lead to online gambling in casino games first place. Based on what you know, what are casino games factors, casino games events, or casino games influences that result in a young person deciding to bet money on gambling activities online?” The second assessed casino games social casino game-online gambling link including casino games potential mechanisms, “You know that social media sites have gambling-type games such as Texas-Hold’em or Sloto-mania. In your opinion, do you think experience with these games leads a person to seek online gambling sites? In other words, do these types of games serve as a form of initiation to gambling online with real money?”A licensed clinical psychologist trained in conducting focus groups led casino games discussions accompanied by two note-takers. Each group was approximately 60–75 min in duration and discussions were conducted at two Canadian universities. Two recording devices recorded casino games focus group to ensure no loss of data. Upon casino games completion of casino games focus groups, casino games discussions were subsequently transcribed by a professional coder and coded by two independent reviewers. The initial categories generated by casino games data were highly consistent between casino games two raters with regards to general themes and number of categories. The data was reviewed two additional times to arrive at a consensus when disagreements between raters were noted. Categorical names were arrived through consensus after discussion between raters. NVivo 10 qualitative research software for qualitative analyses was used to organize and quantify casino games data.With respect to frequency of online gambling, 52% of individuals indicated gambling less than once per week, while 48% indicated gambling at least once per week or several times per week. Seventy-six percent of individuals indicated gambling more frequently and/or for longer periods of time than intended (61.9% occasionally; 14.4% often). Participants were asked to indicate on a 7-point Likert scale how knowledgeable they perceived themselves to be on casino games topic of online gambling. The overall mean score was 4.38.The majority of casino games sample (85.7%) indicated that they tend to play on one or two online gambling sites, whereas 14.3% stated they like to experiment with different sites. Importantly, more than half (62%) of casino games participants revealed playing social casino games (e.g., Texas Hold’em) on Facebook or on other platforms. Of casino games participants (n = 3) who spontaneously reported having transitioned from playing for fun to online gambling, they did so in relatively short period of time. One participant reported transitioning after only two weeks, while another stated having moved to real money gambling after a couple of months.General factors leading to online gamblingSeveral themes emerged in regards to casino games factors that led casino games emerging adults to online gambling. For example, some of casino games emerging adults in casino games focus groups stated that friends played an important role in their initial participation to online gambling. Specifically, several participants reported having first learned to gamble with friends and thereafter transitioning to online gambling as their friends were not always available.From my personal experience for example, I started gambling online with poker because I started playing poker with friends, and that is how I got to gambling online… with friends they did not always have casino games time [to play poker].Gambling online was just easier – with friends they did not always have time.Another theme that was noted in casino games precipitation of online gambling was casino games incentives (e.g., sign up bonuses) offered by online gambling. The young adult online gamblers noted that casino games first time they gambled online was when they were offered bonuses and free credits. Indeed, casino games participants agreed that casino games bonuses were an important incentive in moving to online gambling.The bonuses actually attract us to them. You don’t get that at casino games casino.For me casino games first incentive was they offered us 10 lb… so I got casino games 10 lb and then started betting real moneyMotivations from transitioning from social casino games to online gamblingTexas Hold’em with free chips, that’s how I started. A general progression starts with these Facebook entertainment games which are purely for fun and some people take it to casino games next level where it’s for fun and money, that’s where we are now - most of us and then some people will take it eventually to casino games next level where casino games fun has disappeared and they are just doing it for casino games money.Social casino games were noted as a potential factor that influenced casino games initiation of online gambling among young adults. In fact, whilst casino games moderator had intentions to bring up social casino games as a topic, in all three focus groups, casino games young adult online gamblers spontaneously brought up social casino games. These results indicate that social casino games are a salient aspect of young adult online gamblers’ experiences. Not surprisingly, casino games young adult online gamblers mentioned casino games constant advertisements as a potential factor that may lead social casino gamers to online gambling. Specifically, casino games frequent nature of casino games advertisements that provided social media users with an opportunity was brought up by several focus group members, with few young adult online gamblers mentioned casino games role of advertisement in casino games transition to online gambling.… and obviously casino games companies [social media] give out casino games information on things that you are doing like all casino games games and poker, even though it’s not for money. Your side bar has all advertisements that are personalized to you so for me I see a lot of gambling, sports, apparel stuff and stuff like that is all on my side bar.When I started, it was Facebook. Randomly casino games opportunity comes up with ads. I was stressed so I went to casino games online casino from Facebook. Every day, every day, casino games online casino sends you notifications…The young adult online gamblers also noted a link between social casino games and online gambling, with several participants stating they transitioned to online gambling after playing for free on Facebook. One potential implication is casino games inflated payout rate offered by social casino games. The focus group members noted they win more frequently on social casino games, which provides them a sense of hope that they would be winning money had they been gambling for real. There was a general sense of needing to be “smart” and “savvy” to not fall prey to casino games tactics of online casinos and social media sites.Once you play for fun, they sort of get people into casino games gambling, you think ok, this would be great if it were real money, so you try. That’s casino games way casino games websites make you go through that road.They want you to win… if you are winning on Facebook and then you see [an advertisement] on casino games side to go online to play at party poker you will think if I can do this for free I can do this for real and then you go to do it for real and casino games next thing you know you are down $150 when you were getting Blackjack with casino games other one [social casino site].There was a consensus that social casino games provided an excellent learning opportunity. Specifically, social casino games allow people to learn rules, procedures, and strategies to gamble.So regardless of whether it is Facebook or just casino games practice sites on casino games online casinos, it’s a natural progression to start from social casino games: train, learn… then you realize you are not learning enough because people are not taking casino games game seriously, and then you move onto paying.I don’t know those procedures so I don’t play (in casinos). But online who is going to yell at you online? So like you can just practice online and you can play lower [limit] tables. Basically you can practice online without other people yelling at you.Participants also noted that after playing for free, they transitioned to online in part as most players who play for free do not play casino games game casino games ‘right way’The difference between a table with real money and a table with fake money, casino games people with fake money, they don’t do casino games moves they usually do with their real money. You just mess around, you don’t really care “Oh I’m all in” – it’s like you don’t care. But at casino games real tables everyone plays casino games way they want to play. You get to learn a lot when you play.I started playing online and when I played online without money I realized this was not really like anywhere close to casino games situation you would be in at a real table cause you don’t have any money on it, so I decided to start gambling with money.However, not everyone perceived a link between social casino games and online gambling. These individuals explained that casino games interfaces of casino games games were so different (social media being much less sophisticated) that people who are attracted to one would likely not be attracted to casino games other.I don’t think it’s as dangerous as people make it to be. If I want to switch from gambling on Facebook to a real site I just go to Google and type in poker and have it [online site].You start playing poker with your friends and like you move from that step onto other things. I don’t think you go from Facebook to gambling. I don’t see that as a gateway at all.DiscussionIn today’s technological world, young adults are exposed to a plethora of opportunities to engage in gambling activities, including simulated gambling games on social media sites. For some young adults, exposure to gambling and gambling-like activities may result in casino games over-involvement of gambling. In three focus groups, motivations that influenced young adults to engage in online gambling were explored. The participants noted several factors that motivated them to engage in online gambling: including suggestions from friends, casino games ease and accessibility of online gambling (compared to land-based venues), and incentives offered by casino games online gambling operators (e.g., $10 in free play).The results of our present research may have important implications for casino games progression and maintenance of online gambling among young adults. First, several participants reported having been drawn to online gambling by bonuses offered by casino games gambling operators. Whilst incentives may help attract new customers, it should be noted that they may not be creating frequent customers. Indeed, free-play offers (e.g., bonus offers) bring customers into a gambling venue, but fail to generate significant increases in volume of play (Lucas et al. 2005). Having said that, given that online gambling is often framed as a risky form of gambling, in part due to casino games increased accessibility, whether operators should be allowed to offer incentives, especially amongst vulnerable population may be an important question which policy makers should address.In addition to general factors that may motivate young adults to engage in online gambling, potential mechanisms for casino games social casino games-online gambling link were explored. One potential mechanism noted by casino games participants that may lead to casino games migration of online gambling from social casino games involves casino games use of advertisements by casino games online gambling operators. Specifically, it was noted that gambling operators sometimes use social casino games to advertise gambling activities without legal restrictions because it is a game. Indeed, as social casino games are not technically gambling activities, there is no regulation in regards to advertisement, prompting some to suggest that advertisements for social casino games be held to casino games same standard as gambling (Gainsbury et al. 2014). It has been suggested that these advertisements are more likely to appear to young adults and adolescents (Abarbanel et al. 2016). Further, advertisements for gambling (including social casino games) are frequent on social media sites and portray casino games positive aspects of gambling without any of casino games potential dangers (Gainsbury et al. 2016). Some of casino games participants in casino games focus groups reported moving from social casino games to real money gambling due to casino games constant advertisements of online casinos. As young adults may be more likely to be influenced by advertisements (Derevensky et al. 2010), some researchers have suggested that advertisements for social casino games be held to casino games same standard as gambling (Derevensky and Gainsbury 2016). Our results seem to provide support for this suggestion.A second mechanism by which players migrated from social casino games to online gambling was via casino games inflated payout rates on social casino games. Note this mechanism was also identified in casino games two pathways model proposed by King and Delfabbro (2016). Specifically, participants felt an increased confidence in winning should they have engaged in real-money gambling. Further, several participants stated that their frequent wins on social casino games propelled them to try engaging in online gambling. This is in line with previous research, which found that a portion of casino gamers play these games to build up their ‘skill’ before migrating to gambling in land-based or online gambling venues (see Kim et al. 2016).However, casino games inflated payout rates may give players an inflated belief in casino games skill, and, of course, there is no skill if casino games game of choice is one of pure-chance, like a slot machine. In fact, social casino game outcomes are not based on random odds and mathematics, but are rather designed to enhance player enjoyment (Wohl et al. 2017). Because of this, casino games social casino gamer wins more than he loses (Sévigny et al. 2005), which in turn, may falsely increase their confidence in winning, as proposed by King and Delfabbro (2016). Providing further support that frequent wins and perception of skills as a process by which social casino games to lead to online gambling, Hollingshead et al. (2016) showed that playing social casino games for skill purposes have been linked to problematic gambling behaviors. In this light, it would behoove regulators to enforce payout rates that are similar to gambling activities, or at very least mandate social casino gaming operators to inform players of that social casino games are not based on random odds as their gambling counterparts.According to Blaszczynski and Nower’s (2002) pathways model of problem and pathological gambling, there are three distinct subgroups of gamblers, each with different pathways that manifest in problem gambling behaviors. In casino games model, casino games starting point is ecological factors, which include increased availability and accessibility. In this way, social casino games may influence casino games development of problem gambling among young adults by providing ease of access and increased availability.Indeed, one of casino games concerns of social casino games is that although they purport to have age verifications, a UK study found that 300,000 youths aged 11–16 reported having engaged in free online gambling games in casino games past week (Parke et al. 2013). Furthermore, it is plausible that if social casino games lead to casino games development of problem gambling, it does through Pathway 1, casino games behaviourally conditioned gambler. This pathway includes cognitive mechanisms such as irrational beliefs and illusion of control, which may manifest due to casino games inflated payout rates on social casino games. That said, this is an assertion and would be in need of empirical support.LimitationsSome limitations of casino games current study should be noted. First, we did not recruit a sufficient number of female online gamblers to ascertain different trends and cognitions that may be gender-specific. That said, studies have consistently found that online gamblers tend to be young males (Griffiths et al. 2009; for a review see Gainsbury 2015). Thus, we have confidence that casino games observed results maintain ecological validity.Secondly, casino games findings of casino games current project are not intended to be reflective of casino games college population as a whole. Rather, casino games findings are qualitative in nature and should be used to guide future research initiatives. Lastly, we recruited online gamblers to participant in casino games focus groups, rather than social casino gamers. Thus, casino games current study cannot speak to social casino games being a deterrent to online gambling (e.g., knowing you can’t win).ConclusionThe Internet has drastically shaped casino games way in which people engage with casino games world, including with gambling activities. Furthermore, social networking sites have become a fabric of casino games modern day world. While casino games Internet and specifically social networking sites are a great medium to stay connected with loved ones, they have increasingly become an avenue to engage in gambling activities, including simulated forms of gambling (i.e., social casino games). The present research explored casino games motivations that push young adults to engage in online gambling, including casino games role of social casino games. Further research and attention is needed in this domain to mitigate casino games potential migration from gaming to gambling, specifically amongst those most vulnerable.The increased popularity of casino games on social media platforms has prompted international jurisdictions to consider casino games extent to which these games may be similar to Internet gambling activities and therefore subject to regulatory action. Gambling themes are popular in video and computer games, and simulated-gambling activities are commonly offered by gambling operators as a way of enticing users to gamble online with money. However, little research has evaluated casino games impact of casino games digital convergence of gambling and gaming. The lack of a clear definition of online gambling-themed activities to guide such research undertakings represents a significant hurdle to casino games fields of gambling and gaming. Based on a review of casino games extant literature, this article proposes a taxonomy to distinguish between many types of online activities with gambling-themed content. This taxonomy suggests that casino games principal features that differentiate online gambling games include casino games requirement for payment, casino games role of skill, casino games type of platform and casino games centrality of casino games gambling theme. The proposed hierarchical framework aims to promote clear and consistent discussion to guide ongoing investigation of new and emerging Internet gambling and gaming technologies.Internet technology has changed casino games way in which consumers engage in many activities, including those with a long history of use such as gambling and gaming. This article aims to develop a taxonomy to classify online gambling-themed activities, including gambling and gaming, based on their structural characteristics. Internet gambling refers to gambling that takes place through casino games Internet using connected devices such as computers, smartphones, tablets, gaming consoles and interactive television (Gainsbury, Wood, Russell, Hing, & Blaszczynski, 2012).The terms ‘online’, ‘interactive’, ‘Internet’ and ‘remote’ gambling are often used interchangeably in relation to gambling across various jurisdictions. The Internet gambling market is expanding; worldwide, gross win from Internet gambling has risen annually by 14% during casino games last decade and casino games market is expected to generate €28.24 billion in gross win by 2015, with an annual growth of 9% (H2 Gambling Capital, 2013). The slowing growth of Internet gambling is one sign of increasing market maturity and may also reflect increased industry regulation aimed at providing consumers with safer products, although there are substantial differences in licensing requirements between jurisdictions (Gainsbury & Wood, 2011). Many international jurisdictions restrict Internet gambling as well as its advertising. However, increased popularity of social media has led to new ways to reach consumers, which gambling operators are increasingly exploiting.The term ‘social media’ refers to Internet sites and platforms (including mobile applications) on which casino games sole or dominant purpose is to facilitate social interactions between individual users to exchange information, communicate and/or undertake collaborative activities. Interactions typically revolve around a focal point such as a personal profile, discussion board, photo or video sharing, product reviews, blog post or geographical location. Users may include individuals or groups (and companies) who are both consumers and publishers of content. Popular social media channels include social networks, blogs, microblogs, message boards, forums, video and picture sharing, social bookmarking, podcasts and vidcasts, wikis, groups and virtual worlds (ZigZag Media, cited by Church-Sanders, 2011). In addition to providing new ways for people to connect with others by sharing personal content, some social media platforms, including social networking sites such as Facebook and virtual worlds, also provide socially oriented games as well as a way for gamers to communicate with one another.One of casino games most popular and profitable genres of social games are those which replicate gambling activities but are free to play. The sudden and continuing growth in this market has prompted increased research and policy attention to developing legal and other conceptual definitions of these activities, and debate over casino games need to regulate social games given their many similarities to Internet gambling. Policymakers from several jurisdictions, including Australia, casino games UK, Belgium and Spain, have expressed concerns about casino games potential impact of online games which resemble gambling. However, casino games lack of research on casino games impact of these games makes regulation difficult to justify.Further, in response to a proposed ban on gambling-themed games in Australia, casino games Federal Government department which regulates Internet gambling stated that it was difficult to restrict casino games games, given casino games absence of clear definitions (Department of Broadband, Communications and casino games Digital Economy, 2013). To be useful to regulators, any such definition would need to distinguish similarities and differences between gambling-themed social games and Internet gambling based on casino games inherent characteristics of each.Although there is arguably a wide variety of games with potentially problematic and harmful mechanics, such as games that encourage expenditure but are not transparent on pricing, this article specifically focuses on gambling-themed games. Its purpose is to promote improved understanding of casino games distinguishing features of Internet gambling and Internet gambling-themed games to inform regulatory definitions, conceptual developments and research into casino games impacts of these different activities. Little academic literature has examined social gambling-themed games, so this article is based on a comprehensive review of grey literature, as well as consideration of relevant gambling and social gaming literature.It commences with a discussion of casino games rationale and need for a taxonomy of online games, followed by a more detailed discussion of casino games proposed structural components to be used within casino games taxonomy. Relevant issues are then discussed that are likely to impact regulatory policies, followed by casino games limitations of casino games proposed taxonomy, and conclusions and implications for casino games field.Basis for a taxonomy framework of online gamesMany online gambling and gaming activities may appear similar at face value, given casino games considerable overlap between them, but from a regulatory perspective it is critical to identify activities that appear to constitute gambling activities. Even when some differentiation is made, consumers may continue to have difficulties distinguishing gaming from gambling, particularly when these activities are offered online by casino games same operator (Albarran Torres & Goggin, 2014). One of casino games current limitations in casino games field is a lack of consistent terminology used by researchers, policymakers and regulators, casino games gambling and gaming industries, treatment providers and consumers (Griffiths, 2011; Owens, 2010; Parke, Wardle, Rigbye, & Parke, 2013). This lack of consistency may limit casino games ability of stakeholders to engage in a constructive and coherent discussion of this topic.The research literatures on gambling and gaming have historically been separate; however, many jurisdictions now use casino games term ‘gaming’ to refer to casino games act of gambling, which often creates confusion between these fields (Humphreys & Latour, 2013). As there is also no single accepted definition of what constitutes a social game (Chang, 2010; Griffiths, 2011; Huang, 2012; Schneider, 2012; Yakuel, 2013) it is difficult to advance a body of research that appropriately furthers casino games theoretical understanding and investigates casino games impact of these games.A taxonomy framework is needed which employs consistent terms of reference and incorporates fundamental game elements to advance a method of classifying games. Such a taxonomy should be specific enough that it can differentiate between activities, yet sufficiently expansive to allow its adaptation to casino games continued evolution of online games (Downey, 2012).By creating a taxonomy, researchers, policymakers, practitioners and industry groups as well as game players can have an improved knowledge of casino games scope of casino games field, share a common approach to categorizing and comparing games, and identify potential gaps in knowledge and technology needing development (Downey, 2012). Taxonomies and frameworks of structural characteristics of gambling (Parke & Griffiths, 2007) and video gaming (King, Delfabbro, & Griffiths, 2010) have been proposed to help understand what elements of these games may lead to problematic play. However, there is no accepted taxonomy that combines these two activities, although some efforts have been made (King, Delfabbro, Kaptsis, & Zwaans, 2014; Parke et al., 2013).Recently, Parke et al. (2013) proposed an initial classification of ‘social gambling’ as casino games basis of furthering casino games understanding of this growing field and identifying potential areas that may require regulatory consideration. Based on a review of casino games literature, several terms were proposed for various online activities, with casino games aim of contributing to casino games field and guiding ongoing research. This classification considered casino games platform of casino games game, casino games nature of social interaction possible and whether monetary rewards were provided. These features are intuitively appropriate, but casino games proposed framework is somewhat confusing, particularly as casino games term ‘gambling’ is used to refer to activities which are not generally accepted or classified as gambling.Accordingly, this article aims to expand upon casino games framework proposed by Parke et al. (2013) by incorporating recent findings and developments identified by a comprehensive review of casino games extant literature. The main structural characteristics proposed for use in casino games current framework in a hierarchical manner include (i) casino games requirement for monetary payment; (ii) casino games role of chance and skill; (iii) casino games game platform; and (iv) casino games centrality of casino games gambling theme to casino games game. Figure 1 presents a summary of these features. This taxonomy is proposed to be used with games that include some casino (or gambling)-themed components.Required monetary paymentOne of casino games most significant features in identifying gambling activities is that users must make a monetary wager in relation to in-game outcomes. If payment is optional and game play is allowed without any payment, casino games user is not considered to have given due consideration and casino games game is not classified as gambling by most definitions (Nettleton & Huang, 2013; Parke et al., 2013; Rose & Owens, 2009). A secondary consideration is casino games ability to receive a predetermined monetary (or equivalent) return (prize), and that casino games outcome must be at least partially determined by an unavoidable element of chance (Nettleton & Huang, 2013; Parke et al., 2013; Rose & Owens, 2009). If one or more of these elements is missing, then casino games activity is not considered gambling (Rose & Owens, 2009).As casino games definition of gambling is centrally related to monetary expenditure, casino games terms ‘real-money’ and ‘financial’ gambling are confusing. Games which require payment but do not provide casino games opportunity to win a monetary prize include console or computer games, which must be purchased or require a subscription, as well as purchased mobile applications, which may allow payment to avoid advertising.Many video-gaming consoles (e.g. Xbox 360 and Playstation 3) and personal computers feature games which require monetary payment, can be played online (e.g. Massively Multiplayer Online Games or MMOs) and feature casino and gambling themes and activities (Griffiths, King, & Delfabbro, 2012; King, Delfabbro, Derevensky, & Griffiths, 2012). Nonetheless, if these games require payment to enable any level of play, this is an important distinction from social casino games, given casino games role of consideration in making this purchase, which presumes some level of informed consent and knowledge of what is being purchased.Role of chance and skillAs discussed above, Internet games that require monetary payment, that provide monetary prizes and where casino games outcomes are predominately determined by chance rather than casino games user's own skill are defined as Internet gambling (e.g. Internet casino games, card games, lotteries, slot machines, and sports and race wagering). Games which require monetary payment and provide prizes of real value but where casino games outcomes are determined by skill include tournaments and competitions. The exact extent to which casino games outcome of a gambling game is randomly determined by chance varies between activities and this classification is not always clearly defined.Some games include some elements of chance that impact games and game play; however, where chance plays a greater role in determining casino games outcome of each game than skill, betting on these activities is considered gambling. For example, although skill might predominate over chance in casino games game of poker in casino games long run, for each individual session or over a short period of time (months to a year), casino games outcome of poker is determined by chance (Grohman, 2006; Meyer, von Meduna, Brosowski, & Hayer, 2013).The classification of games based on casino games role of skill has been upheld by law in most international jurisdictions (Kelly, Dhar, & Verbiest, 2007). For example, Virgin Gaming allows users to enter organized gaming tournaments, challenge other users to multiplayer games and place wagers on casino games outcome of their own video game challenges (Hsu, 2010). These activities are all considered to be based on skill, and hence are not classified as gambling. Virgin tracks casino games games to ensure there is no cheating and takes a small commission of casino games winning wager. A report in November 2012 claimed that US$23 million had been spent by players via this service (Golding, 2012). The terms and conditions provided by Virgin Gaming state that players must be at least 18 years old and be a resident in a jurisdiction where skilled gaming is legal; however, age verification is not required to create an account, make deposits or place bets, although this is a requirement before withdrawal of funds.The requirement for age verification provides some indication that casino games activity is not suitable for children, but it is not a legal requirement, given casino games lack of a gambling classification. Fantasy sports and tipping competitions are also generally exempt from gambling regulation where casino games outcomes of these are considered to be based on a user's own skill (in using statistics to predict outcomes) rather than chance events (e.g. Unlawful Internet Gambling Enforcement Act, 2006; Victorian Commission for Gambling and Liquor Regulation, 2013). The monetary aspect of these activities is also considered in their classification such that all users pay casino games same entry fee and prizes are predetermined.Internet gaming platformTraditionally, games have been offered from platforms such as computers, consoles linked to televisions (e.g. Xbox) or portable devices (e.g. Nintendo DS). More recent technological advancements and casino games proliferation of wireless Internet-enabled devices has seen games launched on a variety of online platforms, including social media sites (e.g. Facebook), stand-alone websites and mobile applications. Many games are now offered through multiple platforms, and casino games extent to which games are based on or integrated within a social media platform is an important and defining structural characteristic.Social mediaTo be considered a social media platform (or social network site), users must be able to create a profile within a bounded system and create unique content within that system, as well as interact with and view content created by other users, including those with whom they have specifically connected (Boyd & Ellison, 2007). One in four people worldwide are estimated to be active users on at least one of casino games hundreds of social media networks currently available, with casino games global audience expected to reach 2.6 billion by 2018 (eMarketer, 2013). Facebook is currently casino games most popular social networking site, with 1.11 billion monthly active users (O'Loughlin, 2013). Social media platforms are not static but constantly evolving, as casino games terms, conditions and features may be changed at any time by site operators for a variety of reasons, including responding to user feedback, incorporating new technological capacity or to generate commercial opportunities (e.g. embedded advertising).Recent data suggest that social games have grown rapidly in popularity and attract an estimated 800 million monthly users worldwide (Morgan Stanley, 2012). Although there are hundreds of established social media sites, not all of these provide a platform for gaming activities. The definition of social gaming has been debated; however, it is commonly agreed that a defining feature of these games is that they are based on social media platforms (Jieun, Mira, & In Hyok, 2011).As reported by Parke et al. (2013), a social media platform enables users to share their achievements and progress, view other user's achievements on leaderboards, invite other users to play with them or support their play, share virtual goods and credits between users, discuss casino games game through supported synchronous and/or asynchronous exchanges and compete with other users in challenges. Despite these opportunities, some social games can be played with no or very limited social interaction, depending on casino games user's preferences and game settings. In this sense, many social media gaming activities may have only a superficial ‘social’ aspect, or social functions that do not factor significantly into casino games overall gaming experience.

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